ZOS_MattFiror wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.
ZOS_MattFiror wrote: »Welcome to everyone in the Elder Scrolls Online community! As the year is drawing to a close, I’m going to take some time to walk you through my thoughts on 2024 – and look ahead to 2025 and how ESO will be evolving to meet the changing needs of the community.
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ZOS_JessicaFolsom wrote: »Thank you for all the great questions so far, everyone. We are keeping a list to help inform what we need to answer and explain more later. And we will. One thing we do want to clarify today are the questions about seasonal content. Our plans are not to remove content such as quests, stories, and new areas like some other games do when a season is over.
Are these "pvp specific" skills going to be animation changes only? Are there plans to change the functionality of cross healing/shielding?
spartaxoxo wrote: »Why is PC's UI fixing being prioritized over console?
I took part in those "experiments" and while most of them were horrible, one was really good. In one of those "experiments" they removed cross-healing & I think also heal stacking or something like that. The result was pretty much no ball groups were playing and also, surprise, surprise with ball groups gone - lag was gone. Game worked. It was more or less 2014 PvP Experience. Huge army vs army fights. No lag and no cheese... But oddly, despite player feedback, ZOS ignored this...JustLovely wrote: »Are these "pvp specific" skills going to be animation changes only? Are there plans to change the functionality of cross healing/shielding?
The comments regarding PvP gave me horrible flashbacks to those many months of painful experiments we endured a few years back with the only end result being a couple rounds of lowering the population cap.
DeathStalker wrote: »So what I read is,
1. no more big content releases.
2. bigger focus on pvp.
3. make things harder.
If that is the goal, do not be surprised when the population of this game decreases even more. This game's content should be made easier, not harder. PVP should not be a primary focus ever. All I read from this is a disaster in the making. Please stop listening to the vocal minority or you will lose a lot more people.
spartaxoxo wrote: »Why is PC's UI fixing being prioritized over console?
Rather telling, isn't it? Remember what they said about being unable to increase the housing item limits due to the restrictions of first gen console performance?
Interesting, indeed!
spartaxoxo wrote: »Why is PC's UI fixing being prioritized over console? Console does not benefit from add-ons. There are a large amount of fixes that people enjoy that massively improves the game that console never gets to benefit from. In addition, there are things that are improvements to the user experience that only pc gets for no discernible reason.
My guess it will be basically tiered season pass. Basic with ESO+ and additional behind another form of sub or payment, while Story DLC zone (most likely smaller than right now) will be at the end of they year. I don't think I like where this is going....Woah, I'm blown away by how cool all this is! I just wanna know if the "Seasons" are behind a paywall, or if they can be obtained for free within some time window when they're new? No other burning questions here.
edit: fixed a typo
ZOS_MattFiror wrote: »I look back on 2024’s content and updates, and am very satisfied with our story, content, and systems updates.
ZOS_MattFiror wrote: »We have been able to keep up with the times, make hard decisions and big changes when it was time to make them. Looking back on all the changes that have gotten us here, it is pretty clear that we have generally made the right decisions at the right times for our game.
DeathStalker wrote: »So what I read is,
1. no more big content releases.
2. bigger focus on pvp.
3. make things harder.
If that is the goal, do not be surprised when the population of this game decreases even more. This game's content should be made easier, not harder. PVP should not be a primary focus ever. All I read from this is a disaster in the making. Please stop listening to the vocal minority or you will lose a lot more people.
Tommy_The_Gun wrote: »I took part in those "experiments" and while most of them were horrible, one was really good. In one of those "experiments" they removed cross-healing & I think also heal stacking or something like that. The result was pretty much no ball groups were playing and also, surprise, surprise with ball groups gone - lag was gone. Game worked. It was more or less 2014 PvP Experience. Huge army vs army fights. No lag and no cheese... But oddly, despite player feedback, ZOS ignored this...JustLovely wrote: »Are these "pvp specific" skills going to be animation changes only? Are there plans to change the functionality of cross healing/shielding?
The comments regarding PvP gave me horrible flashbacks to those many months of painful experiments we endured a few years back with the only end result being a couple rounds of lowering the population cap.
ZOS_MattFiror wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.
I’m excited to see changes to Cyrodiil and potential fixes to performance, however, I’m VERY dubious about the idea to replace skills however vague you are here.
Performance issues aside, the biggest problem with Cyrodiil is heal, shield and mitigation stacking and the fact this is taken advantage of by ballgroups with absolute zero intention of playing the map. So if it’s only class based skills being replaced, won’t that mean vigor and radiating regen are still going to be available?
drip_fromtheinkwell wrote: »DeathStalker wrote: »So what I read is,
1. no more big content releases.
2. bigger focus on pvp.
3. make things harder.
If that is the goal, do not be surprised when the population of this game decreases even more. This game's content should be made easier, not harder. PVP should not be a primary focus ever. All I read from this is a disaster in the making. Please stop listening to the vocal minority or you will lose a lot more people.
If by "make things harder" you mean, "require more than light attacking and sneezing on a major story boss to defeat it", then yes; I don't consider myself particularly sweaty, but after re-playing the base game on EU with no CP or sets... the boost to difficulty is much-needed. They don't have to make overland content nightmarish, and and the difficulty should be able to be toggled off, but having to use more than five attacks to defeat Mannimarco, or Molag Bal, or even the Dark Mane, makes for a more rewarding gameplay experience.
Going with Matt and how he mentioned how players come and go along with the direction of smaller add-ons of DLC, will you ever consider expanding on the Old Life Festival and Necrom with a memorial feature? We have lost many great players over the past few years to cancer and illness and instead of building memorials in guild halls or our personal homes it would be nice to submit their main characters to be entombed in the game for everyone to visit.
Overland really is too easy, even as a casual I never struggled with the basic enemies.